I back him up 100%, you absolutely should have storm on whatever your starting team is to learn mvc2. Only acceptable reason not to is if you play team scrub (cable sent cap).
Learning to do the basic storm combo (cr.lk, cr.lp, st.hk, sj.lk x2, lightning attack x2 xx super) and typhoon xx hail will get you places.
And remember, while mvc2 may be one of the more rushdown based fighters, lots of times you just wanna run away especially with storm. She can build tons of meter safely (SJ up, mash fp, airdash up even further, more fp, vertical typhoons (hcb + k) at the top of the screen when she's floating, lightning attack around to stay away and build that meter) and then just wear down most teams with typhoon hailstorm chip.
For sent, your starter combo should just be launch (hk), sj.lp x2, rocket punch. works everywhere on the screen, and if you're in the corner you can follow the rocket punch with hp, hk, I'd try to get down a basic little trap pattern as well, something like: cr.fp (laser) xx rocket punch xx HSF (drone super), cr.fp + storm assist at the same time xx rocket punch, cr.fp xx drones (qcf + lk, you can control height of em with the stick while theyre flying). If they block the drones, you can start all over.
The biggest risk you take when doing that one is if someone looks like theyre about to tag to a different char, it'll hit you and they'll probably get a combo. Just be on the lookout for those situations (low health point char and high health other char that they want to get in).
That'll give you a solid way of wearing people down with your storm and sent, which forces them to come to you. Then your anti air assist (capcom, cyclops, etc) can nail em for a ton of damage, and protect the assist with hailstorms / HSF if you need to.
I couldn't get that IM + psylocke combo consistently, but while playing with it I found another way to do it that I prefer in the process that still does 100%. Thanks again, myrmidon :>
Heheh, no problem :D. There are variations to the IM/Psy combo, but that's the most basic
personally, I use, launch /\ sj.u+fp ad u/f ad.wp ad.u+fp xx fly f.d+fp xx unfly + psy
make the most of my fierces before damage scaling kicks in =)
other things to add:
You can do a lightning attack to runaway further with storm. super jump up (float), air dash up, float Lightning attack upwards, float etc. don't keep mashing fp when you jump since you might get read and hit.
for sentinel's bnb. launch /\ sj.wk sj.mp > rocket punch is more of my preference, but lp mp works oo. =)
other bnb's are. s.wk s.mk (or mp) qcf+lp (downwards rocket punch, to make sure it hits on all characters) xx HSF (qcf+kk)
When you nail the opponent with the HSF here are your basic options. (Also, I assume you already know what OTG is, but just in case. OTG is "Off the Ground" hit. It can be avoided by rolling, but some cases, OTG is unrollable, you'll figure it out easily).
- s.fp xx HSF ( you can add a dash before laser if you want to push them further into the corner or dash back if you want, basically. just add a dash to position yourself before laser xx hsf, you'll get the hang of this easy)
- s.fp xx qcf+fp (straight rocket punch) xx HSF -Yes, as you've guessed from these 2, HSF loops into itself this way, but you already know that
- qcf+fp xx HSF ->This is if you're trying to adjust their height for something funky.
tag out -> if they're a bit high, you hit them and they launch into the air, free combo -> if they're a bit low, you OTG them. if it hits OTG, no follow up, but its a safe tag in. if it whiffs, and they roll have to roll, you're still pretty safe
- dash up s.hk (launcher) -> distance dependent, but this can bring them to the corner really fast. or, if you've cornered them already, this is good also
As for the corner air combo Hp hk thing that trumpet is saying works like this
launch > sj.wk sj.mp sj.rocket punch (any kind) pause a bit, hp then OTG them with hk (unrollable)
The reason why you want to do this OTG is because it sets up your unblockable. The concept of sent's unblockable is easy, but I suggest you practice in the corner before working your way to unblockables from a snapback/killing a character when their next character comes on screen.
The dying frames of sentinel's laser (as the laser thins out) is the unblockable part (I heard it was just a "hard to blockable, by just defending it ala CvS2, but that's still a big risk) so if you do the unrollable OTG with HK in the corner, pause a while, then do a Pre-emptive ("meaty") c.fp such that they stand up into the dying frames of the laser (thus, unblockable triggering) from which you can combo to lp rocketpunch xx HSF and repeat, or, if you have no meter, xx fly f.wk f.mk f.shoryuken (upwards rocket punch) then do whatever you want (grab reset, stomp pressure, etc)
So basically, your beginner sentinel should.
a.) know how to use your flight to cancel ground normals recovery and pressure b.) know how to control space with your assists vs rushdown (hint: fly away then Air FP works wonders. big damage on hit, knocks them away, if they block, they're back to square one) c.) know when you have "unfly mode" and abuse it. d) Stompdown pressure in the corner, remember, as sentinel, you have the luxury that all your normals do chip damage. e) HSF loop. Vital since this is your BnB f) corner unblockable, since its relatively easy
I know "Unfly mode" can be confusing with unflying (i.e. inputting your flight command to stop your flight) so here's a rough explanation by Dasrik way back in 2002, he puts it into words quite well
Basically, use this as an experiment.
In training mode, (with the help of a friend) fly. then stop your flight and try to press buttons. Nothing should come out.
Now, have your friend hit you in such a way that you land on your feet (no, not a ground hit. a good example would be getting hit in the air by a weak punch or certain throws. Ken's knee bash throw won't give you unfly mode but his rolling throw will because the former knocks you to the ground, the latter throws you to the air)
after that do a SUPER JUMP (not a normal jump) and fly, stop your flight and press a button. You should be able to do a normal move (It will be more visible if you're higher up in the screen)
anyway, that's the gist. Here's Dasrik's explanation anyway. (This is extremely valuable as a sent player, believe me. Sent is my main =P )
Unfly mode is a state that puts you in normal jump mode after you deactivate flight. This means you can do a normal attack chain, or block, after unflying.
It's activated by taking any hit that knocks you off your feet (but not on your back), OR taking a non-knockdown hit in the air.
You lose it when: * you regular jump * flying screen is activated * you do a move that has recoil recovery (Doom's roundhouse, IM's knee dive). There's an exception to it (more later). * you unfly too many times (five or six times is the limit)
Any of these events takes you into the standard mode (the pseudo unfly mode everyone is talking
about). As long as you don't jump or do any normal attacks, you can unfly and attack/block in standard mode. Doing special or super moves is okay, but when you do a normal attack you lose it (this includes doing normal attacks after unfly).
Who can use unfly mode: * Sentinel * Iron Man * War Machine * Doom - Doom has a harder time using unfly mode because his air roundhouse comes out accidentally a lot. You can prevent it by cancelling his jump fierce into fly and unfly. * Magneto * Storm * Dhalsim * Bison * Morrigan *
* Morrigan doesn't have a fly move, but her stomp kick (air down+roundhouse) acts as a sort of fly move. If you have unfly on, you can block or do a normal attack after stomping.
Edited in some spoilers so its not so long if you don't feel like reading it all :D
I wish lol. Actually, I don't play it, it's my alter ego!
Anybody got predictions of EVO 2011 games? I'm not much for speculation usually, but they're supposed to be announced tomorrow. Is the last slot going to be another online vote? I think AH3 might actually have a decent shot, especially if they rig a hypothetical poll with several games and only one "animu-fighter."
hey hey thanks again 2537. these tips are helping a bunch. and ever since i've started moving away from rogue to mags i've noticed a very higher % of dbl snaps im getting which is always a good feeling ^^. and lol yea if i had to choose one fighting game i could be gdlk in it'd probably be mvc2 :x
evo2k11 predictions i got BB:CS, T6, HDR, AH3, SSF4, MVC3. doubt MK9 will make it since the announcement is decided tomorrow and no1 is sure how it's played and also KOF13 is coming out right around evo(? need to check the console date), but those 6 are probably the safest bets.
Learning to do the basic storm combo (cr.lk, cr.lp, st.hk, sj.lk x2, lightning attack x2 xx super) and typhoon xx hail will get you places.
For the combo it's just what button you want me to press right because of the magic series etc can't get two lk. cant get cr.lp after cr.lk ?
for sentinel's bnb. launch /\ sj.wk sj.mp > rocket punch is more of my preference, but lp mp works oo. =)
I get the concept of unfly mode but I still have trouble recognizing when I have it. That's something that I can fix with experience so I'm not too worried about that.
Hahaha, yes I am the alter-ego :D Wish I was decent enough at other games though =\ I play 3s and SFIV as well, pretty decent, but most of my problems stem from wake up games (teching throws, I'm usually late), option selects (I get the concept, can't seem to apply it) and (In SFIV's case), I still don't get when to back dash properly XD
Anyway,
wk is weak kick.
lk x2 was meant to be low kick (weak kick) -> medium kick. I don't really do that short hand (although I understand what he means) because eventually, some crazy combos actually DO mean 2 weak kicks :D
Anyway, don't worry about unfly mode, you'll really get it with experience, Basically, as long as the move that hits you gives you a chance to roll. No unfly. If the move just knocks you upward, you have unfly :D Most anti-airs give you unfly mode (off the top of my head, Psy-AAA doesn't) but most common AAAs give you unfly, another benefit to using sentinel :D
Okay yeah I figured that's what you guys meant. I can't play at the arcade because the lk button is broken on our MvC2 cab haha. I didn't realize Happ parts could break.
Edit: Just posting to update, so far I can do Storm's BnB. Working on Sent's HSF loop next. The first time I can probably get actual experience playing would be Saturday at best.
Good luck! The loop is easy don't worry, once you get the hang of it you can start exploring flashy stuff and resets :D
In other news, a leaked german magazine shows Sentinel in MvC3. People are still arguing if its fake or not, so I'm not really sure. Won't link to it coz it seems like there's too much web traffic there (browser's slow as hell for that news article, dunno why) but its at the front page of SRK
I love how all the scrubs and newbies are crying and bitching about "Broken" because of the presence of MSS when the game isn't out yet. XD So much unused brain power =\
I try not to read much about mvc3 because of all that nonsense.
So I finally got a full session of DC marvel in for the first time yesterday. Damn that was humbling. The cursed 360 version got me thinking I was better than I was and then on the DC vs the same people I'm trying hard as I can to occasionally scrape out a win D=
Arcade parts break in amazing ways sometimes. I've played on a cabinet where if you tabbed down, it would jab. Once, only for about 2 days, there was a spot on the cabinet near the start button that if you just pushed down on the cabinet itself there, 1p's hk would come out. Part of the arcade magic, I think.
can you list some differences between arcade, dreamcast, and ps3/360 versions of marvel? The most easily available version for me is obviously ps3 and 360 but I do have an accessible arcade version. Dreamcast can played but it is a bit harder for us to get the converters.
DC is almost an arcade perfect port iirc. i remember eviltree telling me the difference of ps3/360 version but it must be pretty serious for tournaments (up in tristate at least) to continue to be run on dreamcast (i thought the problems in the 360/ps3 ver. were "fixed" in the patches though). it must be pretty noticeable problems/difference too if playing on crappy/old sticks/converters is worth it over current gen setups :x
too used to TE's. arcades up here have the mvc2 AND 3s setups in american sticks/buttons despite the majority of the players are now used to jap sticks (although luckily the AE machine has jap parts !)
Yeah, a lot of DC ports of arcade games (not just fighting games, but shmups, VOOT, etc.) are pretty much perfect because the arcade hardware is Sega's NAOMI, which has the same exact CPU, GPU, and sound chip as the DC.
Ahhh arcades. If the tech crew in your arcade sucks, you're in for hell when playing marvel =\
The two most annoying fixes for me are
-Grounded buttons (press hard on an area near buttons and jabs come out) -Mis-firing buttons (the ones that never seem to whiff until you press it with other buttons)
since if a button doesn't work, your average tech crew can fix that. In the case of these two, they either don't know, or don't believe you that its broken =\
The ps3 issue I've heard is the timings are different for certain things like rom/ironman (friend said that you need to put variations on your rom or they'd just drop) which is why some top players didn't join evo, so he said
PS2 version removed assist invincibility, changed some sprites size etc.
the 360/psn versions are absolutely fantastic to learn the game on, dont get me wrong. its almost exclusively what I play nowadays, and we've all got lovely TEs etc for it. For new / beginner players, there's almost no difference. Certain timings are just slightly different on it, like the delay you have to wait for the magic series to reset and actually get two lks in a row, etc.
End result is you have to adjust timing on some combos (rom is a little awkward, IM inf has to be done faster) and a few things just don't work anymore (cyclops infinite is simply not possible on the next gen).
Actually the most notable things are Blackheart's guaranteed reset off demons and the lag at the start of every match (even offline). The 2nd one might be not be there on ps3, not sure, but it definitely sucks for Mag players who could often times damn near win off just the first hit if it meant a double snap.
The subtleties aren't important at all for most players, and the next gen ports are absolutely fine even for tournaments. The people it affects most are the long time vets who've been at it since the early 2000's, which is why season's beatings was the bigger marvel tourney last year over evo, and why season's beatings had such different results as well.
It's kinda like if there were minor ai/pathfinding etc changes to broodwar. The game wouldn't really be different to 90% of players, but someone like Stork might be a little thrown off.
losing 10-7 against Matrix/Santhrax while using Ruby/Jill/Ken is pretty godlike no matter how you look at it and everyone in the room knew it
If you haven't seen the DPC vs Clockwork money matches, you should look at it too. Even if its just for the out-of-game "Point at bomb" taunt clockwork did when his bomb was about to catch Cable AHVBing strider.
I've watched a minute so far and Justin's so godlike punishing those assists.
Did DP actually talk shit after winning that first game? Justin is playing fucking Ruby/Jill/Ken wtf. I'd be embarrassed if my opponent played that team against me at all.